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Sid Meier's Colonization (Windows 3.x)

Wish there were more games with this approach...

The Good
If Civilization was the macro version, then Colonization was the micro version although to say the least, Colonization is a brilliant strategy game.

Colonization sets somewhere between the 1500's and the 1800's, from where the first Europeans set ground in South/Central America bringing disease and ultimate chaos to the natives until the independence of the newly found United States of America and beyond.

With that, historically you have 4 major "parasite" nations that you can choose from to plunder the new world (in no particular order):

  • Spanish

    The Spanish represents the military hulk of the European states. Historically known for their brutal conquests of South America, bringing the treasure galleons to Spain from their successful plunders. The Spanish get bonuses when it comes to smothering the native Indians and plunder obtained from burning their Tipi's to the ground.

  • French

    The French represents the "good guys" of the European States. Focusing on cooperation with the locals for trade, their presence only alarms the Indians half the rate compared to the other European invaders. This means that they'll probably be butchered much later by surprise Indian raids compared to their European counterparts. If the locals like you, they come by time to time and offer you gifts as an offer and symbol of eternal friendship.

  • English

    The English represents the lack of birth control of the European States. Historically surpressed by religion and dictatorship, the arguably European scum of the earth (according to most Europeans) arrived in vast numbers in the New World. From religious fanatics to low-life cut throats landed on the shores of the New World to the amazement of the local natives. The English get more settlers from the motherland compared to their European counterparts.

  • Dutch

    The Dutch represent the founders of Capitalism and raw economic interests. The Dutch only resort to military approaches only to further economic gain. Being Dutch means that fur traps yields much greater and prices back in Europe are much more stable during transactions (they don't fall or rise very often).

    Depending on your nation, you start with a Caravel (Merchantman for the Dutch) for sea travel, one unit of soldiers (Veteran soldiers for the Spanish) for protection and one unit of pioneers (Expert Pioneers for the French) to establish the first settlements. After you land, this is where the game really starts to begin. Usually right after you land, you'll be greeted by your would be neighbours. Unless your a Spaniard with an attitude problem and Xenophobia, an offer of peace would be essential for survival. After establishing your first settlement, you can either choose to trade peacefully or introduce globalization to the locals through musket fire. Trading is a refreshing difference from Civilization where revenue usually only comes from taxes. In Colonization, you have a wide array of trade items to buy and sell or more often produce. Your settlement can produce Furs, Sugar, Tobacco and manufacture them into valuable goods of Coats, Rum and Cigars for a much higher price in Europe. More advanced settlements can create muskets and even ships! You have basically 3 major opponents in the game. All are optional, with the exception of the third. The first enemies you meet will be the native Indians, but only if you are considered a threat to them. Burning their camps and butchering their braves might be considered a negative gesture. Otherwise, if your French with a smooth accent, they might actually enjoy peace with pale faced invaders! The second enemies are your cousins from your backyard. These blokes are better to be in a state of war than peace, as capturing their units means more man power for you. The third and last batch are your own initial supporter. The King and motherland! They don't seem to like the fact that your making much more money selling turkey dinners than the state tax, so they'll be sending their royal pain soldiers for harsh negotiations once you figure out you want to be an independent owner in the turkey franchise. But basically the game is divided into 2 major game sequences, the before independence and the after independence. Usually in the first part, it's exploring, trading and testing the military might of the Indians and other European nations. In the second part its about defending, defending and some counter attacking. When the King and his lackies attack, they mean business. If you don't have a substantianal force and backup, they swat you like a fly. The technology feature in Colonization is swapped with a Founding Father feature. The founding fathers represent great figures in the history of North and South America recognized for their influence. Each founding father gives you a tech bonus after you 'research' them through the production of liberty bells. For instance the only 'founding mother' is Pocahontas that reduces the alarm rate of locals. Other founding fathers are practically useless such as John Paul Jones that gives you a frigate free of cost...you'd probably have the manufacturing ability to produce one already when that time comes. The music is overall excellent. Colonization actually has some background music worth listening to! It has more than 10 soundtracks to choose from so this is a great bonus to the game. There are a few minor differences from the Windows and DOS version. Some units have new graphics such as the Fisherman and the Veteran Soldier. Otherwise, everything else is pretty much the same. The game also provides some history through Founding Fathers, units and buildings. Can't help to think they could provide more though.

    **The Bad**
    I can't help to think that this game could do a really big makeover. Something called Colonization 2? :) There are however, some very irritating features in the game that require careful planning beforehand. The first one has to do with stockades. They made this stupid rule that when you have a stockade, you cannot actively decrease the population lesser by 3. This means your stuck with that settlement until someone else gains control. This is quite bad when it comes to national planning of colonies. Especially when other Europeans aquired some really strategic land that interfers with your plans. You can't rename the settlements either. This game made me hate Indians as they seem to always have their camps at the best tourist sites. Which meant that I had to find another place, introduce the reservation camps to them or get other Europeans to introduce that concept to them. Through this game I probably understand why war was the only alternative in the first place. :(

    **The Bottom Line**
    An excellent strategy game with a lesson or two on history as well! Top stars!

  • By Indra was here on May 5, 2019

    Harvest Moon (SNES)

    By Indra was here on August 6, 2018

    Storm Master (DOS)

    Imagine medieval Railroad Tycoon meets Gunship, and you have Storm Master...a strange, amusing and over-looked gem from Silmarils.

    The Good
    This is one interesting game, it has a strange approach in creating its game concept. The closest game remotely familiar in its strangeness would be Dragon Lord. I'll tell you why as best I can...

    The most 'strange' approach in 'these' types of games is the combination of strategy-managerial type game with aircraft simulation. Confusing? Picture SimCity, but in a state of war....next thing you know, enemy choppers come down to attack your city, where you can choose to engage them directly using your own Gunship chopper, thus a simulation action game. Strange? To me it's strange, but this is Storm Master.

    The main map is basically 2 large islands or maybe continents. Yours is the west island, the enemy across the sea. Your have to manage your kingdom in order to support your people's hunger and (I think) magic and industrial components to build your air force. Did I mention air force? And what kinda medieval kingdom have an air force? Well, if its Longbow Apache's and F-16, your pretty much off the rocker. The 'air-fleet' is substituted by Balloon or Zeppelin like air ships. Similar in the opening cinematic in Arcanum. And like your typical air force, you have fighters and bombers. You can only enter simulation mode when it's a dog fight...er balloon fight...hehe....and shoot down as many enemy aircraft possible, either by harpooning them or by bombarding their sorry behinds with one massive catapult launcher (yes, your bringing your catapult with you...ouch).

    Oh, before launching a fleet of oversized balloons to bombard your neighboring foe, you have to DESIGN the ship first. Yes, design it, which makes this ship more unique and similar to Dragon Lord. In Dragon Lord you have to breed your dragons just right or they'll come out kinda funny. In Storm Master, you have to design in such a way that it's well-equipped enough AND light enough to lift off the ground, or it'll crash during the test run. Yes, kinda cool a brief cinematic to see whether your balloon is lighter than air or heavier than a camel's behind.

    Well, after you've stocked up your kingdom by investing heavily on wheat farms and (mutant) goat-like ranches across your land, you are ready to attack. Attack? Not so fast...the winds have to be in favor in order to create such an invasion. In Storm Master, magic is involved however only limited to the Air realm. You can command your court wizard to brew up some nasty storms to shake the enemy without even sending a balloon there!

    The managerial side of the game involves an interface in close resemblance to Railroad Tycoon. However, unlike Railroad Tycoon, building farms and industries are optional. In Storm Master it's essential for survival. Where you put wheat farms can mean low or high output. If yer putting farms on the mountains, don't suspect much grain growing from the rock, if you put your goat ranches in the low lands, they won't breed as many offspring as in the mountains.

    Besides food and livestock, you also have to defend your realm. This can be achieved by constructing SAM sites across your borders or near important structures. These 'SAM sites' are really overgrown land catapults that logically would be probably impossible to create....hahaha.

    Last, but not least is your council. Consisting of 7 gloomy faced characters of which I've forgot their functions of importance....except one guy, your so-called Chief of Intelligence. There's an underground war between you and your enemy that is not on the field of battle. You can assassinate your enemies advisors as much as he can assassinate yours.

    Roughly, that's all I can remember.

    The Bad
    The graphics were kinda 'weak' if I recall from my memory, not that graphics weren't much concern in those days. My CGA graphics didn't help much either...that's probably why the graphics stunk. Oh, well...other than that, not much worth mentioneing.

    The Bottom Line
    Well, if you like Dragon Lord aka Dragon's Breath you'd pretty much enjoy this one.

    By Indra was here on June 29, 2014

    Total War: Shogun 2 (Windows)

    By Indra was here on June 8, 2014

    Bake Shop Drop (Browser)

    By Indra was here on March 7, 2014

    Criminal Case (Browser)

    By Indra was here on March 7, 2014

    Where Angels Cry (Windows)

    By Indra was here on March 6, 2014

    WazHack (Windows)

    By Indra was here on March 3, 2014

    The Sparkle 2: Evo (Windows)

    By Indra was here on February 28, 2014

    Reaper: Tale of a Pale Swordsman (Windows)

    By Indra was here on February 24, 2014

    WarCraft III: Reign of Chaos (Windows)

    [v2.1] Unworthy of living up to its predecessors.

    The Good
    Review Version: v2.1 - Remade my previous crappy review. Fixed grammar, html, and added input from readers.
    Game Version: v1.0.0.1
    Difficulty Setting Used: Hard
    Tactics used: Total defence. Walls of towers. Units never exceed the 40 population cap.
    Finished: Yes. Don't remember when.

    When it comes to liking or disliking a product, or anything else for that matter, there are (possibly) 5 things that influence a person’s judgment:

      [1] How much exposure the person has to similar products, thus able to compare the goods and the bads of this product with those other products. In this case Warcraft III in comparison to other games in the RTS genre, as well as its predecessors: Warcraft I & II;
      [2] What novelties (eg. new improvements) has the product introduced (well, one thinks that the later product should have something new, eh?), compared to earlier products;
      [3] How the product was marketed to the public. High marketing will no doubt substantially increase public awareness, but in consequence also demand those expectations be met. Low marketing successes will limit public awareness, but also in consequence require lower expectations from the public;
      [4] How influence the person is to the product brand (if exists) and reputation of the manufacturer. In this case the brand is Warcraft, the manufacturer (developer) is Blizzard;
      [5] And after all the above, whether or not the product delivers the expectations of the consumer.
    Consider all of the above, whether that criteria is logical or not to you. Based on that criteria, I will begin my argumentation that Warcraft III is a product of disappointment and blasphemous to the series. As always, before I trash a game to kingdom come, let’s focus on the good things first, shall we? :)

    Disclaimer:
    Due to mounting pressure (well, not really :p) from fanbois with obviously no life nor girlfriends, the author takes full responsibility of any trashing involved in this review, including the use of swearing, cursing, personal attacks, global attacks, magical attacks by specifically a +7 Mythril Sword, intended to any person(s) or entities mentioned by the author. MobyGames does not hold responsible for content provided by the author, since MobyGames will probably disavow any knowledge of the author’s existence , regardless that the author is an approver and a long time contributor to MobyGames…er… no, I think MobyGames just suspended by role as approver and deleted my account. :)

    Welcome to the Future: 3D Graphics
    Warcraft III is the first installment of the series (or any series made by Blizzard, I believe) that uses 3D graphics. This was during a period where, although 3D graphics is no longer new, it was still the phase of experimentation, particularly in terms of gameplay adaptability.

    It is a far leap from the 2D graphics of old Warcraft I & II, and despite many many games filled with bugs, crashes and other forms of programming incompetence, Warcraft III as far as graphical stability goes, passes with flying colors. Even with the least required tech specs, the game runs incredibly smooth (although the author does not know whether this applies to multiplayer).

    The player will first notice this at the main menu, which is after you notice that the game doesn’t take long to load (Yay!). Usually, with limited tech specs for 3D games (during that time period), one would expect a few seconds of lagging here and there. That here and there does not occur in Warcraft III, what does occur is smooth meteors falling in the background of the main menu. So far, so good.

    During gameplay, the art appears to change a bit, at least in theme. If my memory is correct, previous RTS games by Blizzard, including Starcraft, introduced a more “serious-mature” approach. Graphically, the artwork seemed to me a tad “cuter” than its predecessors. But this is of course, subjective.

    What was new, in respect to the 3D graphics, was how buildings were created. Now, it seems that there is a step-by-step animation of the buildings being created. Although pretty much standard by “today’s” games, this was a new novelty in 3D RTS games.

    Racial Selection
    Warcraft III, besides using the standard Human, Orc and Undead Trio, introduced some new races (although only one is selectable), in addition to tweaks here and there to the pre-existing races (although I don’t remember if the Elves were ever a separate race?) The first new race is the Night Elves, which introduces several novelties unseen before in RTS games:

    The first is a race has abilities in accordance to “time”. At night, the Night Elves may turn invisible (Hide) indefinitely (useful for hide-and-seek tactics and surprise attacks).

    The second novelty of the Dark Elves is “mobile buildings.” Most (not all) buildings are living “treants,” a term familiar for you LOTR fans. These tree-creatures may root themselves as buildings, which then will operate normally as any other building, or they may unroot themselves and travel around. In mobile mode, treants act as other units, capable of attack. They also may eat trees, which will heal them over time, however they seem to be extremely vulnerable to damage in mobile mode, and moving around takes forever.

    Night Elves also have buildings that heal and restore health and mana points. A bit too powerful in this aspect. This building is the standard “house” of other races. Compared to the humans, their house practically has no use at all. The houses of Dark Elves (Moon Wells) act as the ultimate defense structure for your defending units. In resource management, Night Elves have unlimited resources to wood, as they do not cut down trees. However, wood collecting by the workers (wisps) does take a bit longer than other races.

    The other races, though not selectable (viewable only in campaigns or officially custom scenarios) are Blood Orcs (er…I think that’s what they are called): tougher and stronger than the average orc, fighting one is like fighter 3-4 ordinary orcs and the Corrupted Ancients, a darker version of the Night Elves.

    Racial Tactics
    There at least to my opinion, seems to be a quite imbalance for the Human race…which doesn’t seem to have any racial benefits attributed to them. Orcs for example, prompt the player to become on the offensive. This is because of the “pillage” technology, giving certain orc units the ability to gain resources (gold and wood) when damaging enemy structures. Their structures are well defended (if researched) may injure attacking melee units.

    The undead seem to be balanced in both defense and offensive, if using summoned skeletons (via necromancer) as a primary source of tactics. The undead catapults (Meat Wagons) may collect and store dead bodies for future use. A full load of meat wagons with necromancers is the ultimate offensive tactic for the undead. Multiple graveyards in behind and front of towers act as sleeping defensive units until the necromancers beckon.

    The Dark Elves, though one might be inclined to be offensive due to the “Hide” ability, seems to be better off being on the defensive, due to the Moon Wells. A wall of Moon Wells, backed up by defending units and Ancients (towers) is almost impregnable to a attacking force, even more so, as the Ancients have an area attack (like the Human cannon towers) but may also attack air units.

    Grouped Unit Ability Mechanics
    One additional feature I noticed is when you have a grouped unit, and want to use the abilities of one of the units within that group. By simply pressing “tab” you can select the next unit type within the group and choose the ability manually. In previous games (I think) you had to select the unit manually from the group, which of course is inefficient during combat. Er…is this a new feature or is my memory failing me again?

    The Bad
    Usually I save the worst for last, but the amount of incompetence in this area has boiled my blood pressure to temperatures unheard of by bloodthirsty orcs.

    Game Mechanics
    Bonk

    That’s the illusionary word in your head when you see your units moving bumping into each (repeatedly) during combat. The artificial intelligence used in correlation of movement within this game, is equivalent to a really-really stupid unanimated doorknob, which is probably goes the same to whomever designed this specific feature.

    Units don’t have much creativity when finding a path. They don’t go out of their way to find an unblocked path, nor do units make way for other units trying to pass. Now this is something that was never a problem in ANY RTS game. Suddenly it’s a problem now.

    Due to this stupid feature, many units die useless deaths because they are either caught between a building and another unit, or they are just stuck because the path they want to go is blocked, so they just move around there in circles, waiting for the path to be unblocked or player intervention. Thus, a retreating war party during combat is bound to have accidental deaths, due to allied units being stuck here and there. I have one too many incidents where my heroes died, because he/she was obstructed by an advancing allied unit, which stubbornly does not want to make way either.

    Why, oh why, didn’t they notice this?

    This feature can only go undetected, depending on:
    [1] what level of intelligence the player/developer is used to
    [2] what level of intelligence the player/developer is used to
    [3] what level of intelligence the player/developer is used to.
    Did I mention intelligence already?
    And what intelligence am I referring to? One word: Swarm.

    Any RTS game where primary offensive tactic is swarming (winning by over-running the enemy with a bulk of your units) isn’t a strategy game, it’s an advanced platform game: ie. WarMario.

    Let’s do a comparison shall we? Do you know what the best RTS game of all time, in correlation to strategy and tactics is? Starcraft? No, it’s amazing storyline and balanced units are close, but the game mechanics are pretty much standard. It’s Age of Empires 2. Though Microsoft may suck at making stable OS and browsers, Microsoft Game Studios went out of their way to create a standard of strategy, which was unfortunately ignored by today’s RTS gamers who have the IQ of the aforementioned inanimate object.

    We’re talking about formations, we’re talking about units that have bonuses against other certain units, we’re talking about units smart enough not to engage enemy units when told not to, and don’t get lost when you send them to the edge of the map, cause you’ll know they’ll get there.

    Did you know that in WarCraft III, there isn’t a “Guard” or “Defend” ability? You can kiss ambushes/surprise attacks good-bye, because they’ll just attack anything that comes close to them. The “Hold” ability is useless because it isn’t permanent, anytime you move them, the Hold position cancels itself. Now my strategic options come down to seeing my units bump each other all the time. Unless you change the “b” to “h”, now that would be interesting… :)

    Units also do not have a "do not freakin' attack" option, which is quite invaluable when trying to "trick" the computer AI. Sometimes, your whole attack plan gets screwed just because one little unit get a wee bit too close to any enemy, and starts firing away...jeopardizing the whole group and alerting the enemy to your presence.

    Bonk.
    Boy, I hate this word now.

    <hr />

    I am not a casual strategy gamer. I am a serious hardened strategy gamer that demands complexity in a genre dubbed “strategy.” Now Warcraft III is a great game for only casual strategy gamers, which really don’t want any deep thinking involved like planning out your base, creating a wall of towers, using houses as barricades and other forms of creative use in strategy. That, strategy gamers is what strategy games is all about: planning and executing. If creating a bulk of units to swarm the enemy is what strategy games is all about, then I must agree that the next generation becomes more stupid the prior one, and my generation was pretty darn stupid as it is.

    But how do you know that swarm is the only tactic in this game? Many reasons. Here’s some:

      [1] Units die easily. Too easily. When a hero or unit can kill an enemy unit with a couple of punches or one magical spell, then it does leave much room of creativity for defensive tactics. In this game, much to Confucius disappointment, you SHOULD kill a mosquito with a cannon;

      [2] Unit Upkeep Limitation. This is a new feature, and probably unwelcome by swarm or non-swarm fans alike. Anything more than 40 units will have a consequence of cutting your gold income by 30%. Now this is only applies if your actually collecting gold, it doesn’t apply if you pause your miners and max-out the unit limit. They didn’t have enough IQ to think about that either. So, if you want to keep a stable economy, it’s just 40 unit slots, which probably amounts to less than 20 active units…that isn’t a whole lot of units even for defense. This feature only exists if the developer wants to keep the “swarm” tactic in check. Unfortunately, they did not realize that the “swarm” tactic only exists in games that lack “strategy”.

      [3] Weak Towers. Towers are remarkably easy to destory in Warcraft III. Which only means one thing: to support the notion of over-running the enemy with units, if defensive structures have can't resist against a group of infantry units, much less several catapults, might else well fill up the place with units. In "actual" historical warfare, walls and defensive stuctures were the ultimate defence in keeping a city from falling to enemy hands. Since Warcraft (all series) for some stupid reason does not have walls involved (I wonder why), it is pushing fiction a bit too fictionous if overgrown Orcs can destroy certain buildings in a matter of seconds. If the destruction is too fast, there really isn't time for a "counter-attack" plan.

    Campaign Scenarios
    Whoever created certain scenario missions, I’d really like to send an over-sexed Orc to his or her house. I do know whomever created the scenario’s was definitely not the same person who created the scenario’s in Starcraft, the utopia of RTS scenarios.

    There are many scenario’s which are down right irritating because they have a time limit (I do hate time limit) and you have to brute-force your way with units to achieve that limit. So there you have it, the swarm tactic again.

    First it was the Human campaign where I had to defend a town against the undead WHILE trying to destroy an enemy grain caravan. Next it was the Night Elf campaign where I had to wake up stupid druids guarded by unbelievably powerful spirits, which by the way you can only reach through the middle of an Orchish encampment. Did I mention you only have 2 days to accomplish it?

    And you gotta really love that last campaign. Being over-run by the undead and demon armies. Sure you have allies, but they don't seem to be helping. I'm looking at their gold: around 10,000 gold pierces and they aren't freakin creating units in their barracks...hello, a little help here? I have a tight budget rebuilding towers, and not enough cash to build new units.

    There was only one word for the last scenario: Frustration. So if you developers thought it was "challenging," then no, it was not. Challenging is a term you use, when you are in a hard situation and end up overcoming it because of your hard work. Frustration is a term you use when all your hard work really doesn't mean squat.

    I really hate it when the developer’s idea of a “challenge” is either to:

      [1] Limit resources;
      [2] Add a time limit;
      [3] Add another goal related to the time limit
      [4] Did I mention time limit?
    What do you people do for a living? We already have ^%$$%@# dead lines in real life, kindly not mimic that kind of nonsense in “games” shall we? Games were meant to be entertaining, not freakin’ irritating. I remember in Starcraft where scenarios that actually "have" a time limit, you probably couldn't go sight-seeing, but they didn't put you on a tight leash either.

    Item Management and Planning
    This is when you know that someone really didn’t plan this game out seriously enough, only because in past games, developers plan every single detail.

    Heroes have 6 item slots. Those 6 item slots are by the way, not enough. One tends to wonder what all those useless items are scattered around when your item slot is already filled with items, which you have no intention of dropping or already filled with Quest Items you can’t drop either. It’s a minor thing really, but this “minor thing” made me lose respect for whomever designed this game, because simply, other past developers introduced a much-much higher standard of detail than this game offers…as a whole.

    And one minor thing, when commanding heroes there's an irritating feature when your hero is (usually surrounded) and suddenly a dialog occurs, prompting the hero portrait to be replaced with whomever is talking to you. The problem is, now you lose information about your hero's Health Points because it's blocked by some bloke with horns talking nonsense. Next thing you know, the hero is about to die (or did) just in a manner of seconds.

    The Bottom Line
    Bear in mind, I am a Warcraft fan and a Starcraft devote fanboi. I have never been disappointed by a Blizzard product before, and to change from a fanboi to a hateboi, really takes a really lousy product.

    Sure, it’s a good game…if you’re only 12 (or think like one). But it’s hard to like good, when you’ve been exposed to great. I mean it's not a bad game, quite good really, but like I said...it's mediocre compared to the "greats" of the RTS genre.

    Starcraft…boy do we miss you.

    PS. This is probably why the one-player hero RPG multiplayer games (like All-Stars) is a much more hit than the multiplayer RTS. The one-player hero version, however, is something I really love. This review does not apply to that.

    <hr />

    On that note, I would like to point out the RPG one-player-hero version of the game. There is an official RPG version of the game located in the scenario's folder (use the custom game option), which is pretty fun, since you only need to focus on one unit and there isn't a freaking time limit either. Yay!

    By Indra was here on February 24, 2014

    Cataclysm (Windows)

    By Indra was here on February 22, 2014

    Bushido (DOS)

    Bushido is the Legendary ancestor of all PC Ninja Fighting action games!

    The Good
    Now this game was way....way ahead of its time. The game had simple but beautifully detailed scenery of medieval Japan, as well as fast movements for an action game which was kinda rare (I think) at that time...as many weren't real-time games.

    The game is basically simple, although there is a lack of story line as you might wonder what kinda trouble you got yourself into, that you have to fight off a bunch of crazed ninja. You have fight your way through a bunch of ninja with your amazing martial art skills, though you seem to be very "confident" to your skills as your the only one not carrying a weapon.

    The ninja come in all shapes and sizes, some carry swords, some throw shurikens. They basically move in a automatic 2 movement pattern (e.g. sword up - sword down), with the difference of speed as you continue to rise in levels. There comes to a point were the speed of the ninja is almost Pentium-like (e.g. 5 sword thrusts per second), which means that you'll obviously be dead very soon. That moslow software would be perfect in this game.

    It's also kinda cool that when you defeat your enemies, they obliterate into hundreds of dots. It's kinda like a Matrix movie. As I said...way ahead of its time.

    The Bad
    Repetition. I forgot how many levels there are, but let's use this example. There are 5 stages with different enemies and backgrounds. After you defeat the enemies at the 5th stage, you go back to the 1st stage. The only difference is that the enemies are faster and sometimes they give you more enemies to fight.

    It really doesn't matter much to fight more enemies, but its the speed that is irritating. Fighting ninja that move at the speed of light doesn't give much chance of winning the game...that is if there is such a thing as winning the game.

    I do recall you had to fight off an eagle in this game...don't think I ever succeeded...hmmm.

    The Bottom Line
    The one, the only the forefather of ninja fighting action game with a touch of Matrix.

    By Indra was here on February 21, 2014

    The Banner Saga (Windows)

    By Indra was here on February 21, 2014

    Craft the World (Windows)

    By Indra was here on February 18, 2014

    3d Girlz (Windows)

    By Indra was here on February 18, 2014

    Not the Robots (Windows)

    By Indra was here on February 13, 2014

    Don't Starve (Windows)

    By Indra was here on January 17, 2014

    Jagged Alliance: Back in Action - Night Specialist Kit (Windows)

    By Indra was here on January 9, 2014

    Jagged Alliance: Back in Action - Point Blank (Windows)

    By Indra was here on January 9, 2014

    A Game of Dwarves: Pets (Windows)

    By Indra was here on January 9, 2014

    A Game of Dwarves: Ale DLC Pack (Windows)

    By Indra was here on January 9, 2014

    Dota 2 (Windows)

    By Indra was here on January 9, 2014

    Starbound (Windows)

    By Indra was here on January 7, 2014

    Monster Galaxy (Browser)

    By Indra was here on January 6, 2014

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